AutoSaveInteractionDelayInSeconds
AutoSaveInteractionDelayInSeconds
#Overview
name: AutoSaveInteractionDelayInSeconds
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:181, section: [/Script/UnrealEd.EditorLoadingSavingSettings]
- INI Section:
/Script/UnrealEd.EditorLoadingSavingSettings
- Raw value:
15
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorLoadingSavingSettings.h:188
Scope (from outer to inner):
file
class class UEditorLoadingSavingSettings : public UObject
Source code excerpt:
/** The minimum number of seconds to wait after the last user interactions (with the editor) before auto-save can trigger */
UPROPERTY(EditAnywhere, Config, Category = AutoSave, meta = (DisplayName = "Interaction Delay in Seconds", ClampMin = "15"))
int32 AutoSaveInteractionDelayInSeconds;
/** The number of seconds warning before an autosave*/
UPROPERTY(EditAnywhere, config, Category=AutoSave, meta=(DisplayName="Warning in seconds", ClampMin = "0", UIMin = "0", UIMax = "20"))
int32 AutoSaveWarningInSeconds;
/** How many auto save files to keep around*/
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/PackageAutoSaver.cpp:582
Scope (from outer to inner):
file
function bool FPackageAutoSaver::CanAutoSave
Source code excerpt:
const UEditorLoadingSavingSettings* LoadingSavingSettings = GetDefault<UEditorLoadingSavingSettings>();
const float InteractionDelay = float(LoadingSavingSettings->AutoSaveInteractionDelayInSeconds);
const bool bDidInteractRecently = (FApp::GetCurrentTime() - LastInteractionTime) < InteractionDelay;
const bool bAutosaveEnabled = LoadingSavingSettings->bAutoSaveEnable && bPackagesNeedAutoSave;
const bool bSlowTask = GIsSlowTask;
const bool bPlayWorldValid = GUnrealEd->PlayWorld != nullptr;
const bool bAnyMenusVisible = FSlateApplication::Get().AnyMenusVisible();